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Prone (Condition): Difference between revisions

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{{hatnote|See also [[Prone (Condition Type)]]}}
{{hatnote|See also [[Prone (Condition Type)]]}}
{{ConditionPage
{{ConditionPage
| effects =
| effects = * Can't move or take {{Action}}s, {{Action|Bonus}}s, or {{Action|Reaction}}s, and has {{Disadvantage}} on {{SavingThrow|[[Strength]] and [[Dexterity]]}}s.
* Can't move or take {{Action}}s, {{Action|Bonus}}s, or {{Action|Reaction}}s, and has {{Disadvantage}} on {{SavingThrow|[[Strength]] and [[Dexterity]]}}s.
* Attacks against a Prone creature have {{Advantage}} if they're made within {{Distance|m=3|ft=10}} of the creature.
* Attacks against a Prone creature have {{Advantage}} if they're made within {{Distance|m=3|ft=10}} of the creature.
* A Prone creature must spend half its [[Movement Speed]] to stand up.
* A Prone creature must spend half its [[Movement Speed]] to stand up.
** A character with the [[Athlete]] feat spends only {{distance|m=1.5|ft=5}} of Movement Speed to stand up.
** A character with the [[Athlete]] feat spends only {{distance|m=1.5|ft=5}} of Movement Speed to stand up.
| type = prone, unconscious
| type = prone, unconscious
| notes =
| properties = IgnoredByImmobilized, InitiateCombat, DisableOverhead
* A creature who is knocked Prone does ''not'' skip their next turn, they will simply use their movement to get back up.
| status groups = SG_Prone, SG_Condition, SG_Unconscious
| notes = * A creature who is knocked Prone does ''not'' skip their next turn, they will simply use their movement to get back up.
** However if a creature gets knocked Prone during their turn, their turn will automatically end and they will not get back up until the start of their next.
** However if a creature gets knocked Prone during their turn, their turn will automatically end and they will not get back up until the start of their next.
* Knocking an enemy Prone and reducing their movement speed to 0 will skip their next turn as they can't get back up.
* Knocking an enemy Prone and reducing their movement speed below 50% will ''not'' automatically skip their next turn. An enemy uses 50% of its available movement to stand up; ''not'' 50% of its base movement speed.
* Some creatures are immune to the Prone condition, including those without a physical body (such as [[Shadow]]s and [[Wraith]]s).
* Some creatures are immune to the Prone condition, including those without a physical body (such as [[Shadow]]s and [[Wraith]]s).
* The spell [[Tasha's Hideous Laughter|Tasha’s Hideous Laughter]] causes a target to suffer from [[Hideous Laughter (Condition)|Hideous Laughter]], which has the effect of Prone, but isn’t technically considered as such.
* The spell [[Tasha's Hideous Laughter|Tasha’s Hideous Laughter]] causes a target to suffer from [[Hideous Laughter (Condition)|Hideous Laughter]], which has the effect of Prone, but isn’t technically considered as such.
* Being knocked prone instantly ends [[Concentration]]
| suppress sources = y
}}
== Sources of Prone ==
=== Indefinite duration ===
The following sources of Prone inflict the condition indefinitely. It can still be removed if the affected creature spends movement speed to get up. However, if the creature is unable to move (for example with {{Cond|Ensnared}}, {{Cond|Enwebbed}}, {{Cond|Frightened}}, {{Cond|Maimed}}, and {{Cond|Restrained}} or ), it will remain prone indefinitely.
{{#cargo_query: tables = condition_sources
| fields = _pageName = name, template, duration
| where = condition_inflicted="Prone" and duration="Long rest"
| order by = template, name
| format = template
| template = Condition sources/format
| named args = yes
| delimiter = \n
| intro = <ul>
| outro = </ul>
}}
=== Two turn duration ===
Two turns is the typical duration for a Prone effect. Since the duration of Prone ticks down at the start of the affected creature's turn, a 2 turn duration is effectively 1 round. The exact behaviour is as follows:
* At the start of the affected creature's turn, the remaining duration ticks down to 1 turn.
* If the affected creature can spend movement speed, then it will do so and stand up.
* If it can't, it will remain prone and skip its turn. In this case, at the start of the following turn, the Prone duration will run out and the creature will stand up for free.
* If Prone was caused by a certain source, such as Brutal Leap, Primal Stampede, Reverberation, or Throw, duration 1 cannot be be increased to 2 before the condition has ended, which usually means not until the next turn. For some other sources, such as Ice, a separate Prone condition with duration 2 can be applied.
The following sources have a duration of 2 turns:
{{#cargo_query: tables = condition_sources
| fields = _pageName = name, template, duration
| where = condition_inflicted="Prone" and duration="2"
| order by = name, template
| format = template
| template = Condition sources/format
| named args = yes
| delimiter = \n
| intro = <ul>
| outro = </ul>
}}
=== One turn duration ===
The following sources of Prone only inflict it for 1 turn. Since the duration of Prone ticks down at the start of an affected creature's turn, the condition will end {{em|before}} it has to expend movement speed to get up. As a result, these sources of Prone are significantly less effective than the others.
{{#cargo_query: tables = condition_sources
| fields = _pageName = name, template, duration
| where = condition_inflicted="Prone" and duration="1"
| order by = name, template
| format = template
| template = Condition sources/format
| named args = yes
| delimiter = \n
| intro = <ul>
| outro = </ul>
}}
}}

Latest revision as of 17:50, 17 November 2024

Condition Type Icon.pngProneUnconscious

Properties

Status groups Status groups: SG_ProneSG_ConditionSG_Unconscious

More properties More properties:

Notes

  • A creature who is knocked Prone does not skip their next turn, they will simply use their movement to get back up.
    • However if a creature gets knocked Prone during their turn, their turn will automatically end and they will not get back up until the start of their next.
  • Knocking an enemy Prone and reducing their movement speed below 50% will not automatically skip their next turn. An enemy uses 50% of its available movement to stand up; not 50% of its base movement speed.
  • Some creatures are immune to the Prone condition, including those without a physical body (such as Shadows and Wraiths).
  • The spell Tasha’s Hideous Laughter causes a target to suffer from Hideous Laughter, which has the effect of Prone, but isn’t technically considered as such.
  • Being knocked prone instantly ends Concentration

Sources of Prone[edit | edit source]

Indefinite duration[edit | edit source]

The following sources of Prone inflict the condition indefinitely. It can still be removed if the affected creature spends movement speed to get up. However, if the creature is unable to move (for example with Ensnared Ensnared, Enwebbed Enwebbed, Frightened Frightened, Maimed Maimed, and Restrained Restrained or ), it will remain prone indefinitely.

Two turn duration[edit | edit source]

Two turns is the typical duration for a Prone effect. Since the duration of Prone ticks down at the start of the affected creature's turn, a 2 turn duration is effectively 1 round. The exact behaviour is as follows:

  • At the start of the affected creature's turn, the remaining duration ticks down to 1 turn.
  • If the affected creature can spend movement speed, then it will do so and stand up.
  • If it can't, it will remain prone and skip its turn. In this case, at the start of the following turn, the Prone duration will run out and the creature will stand up for free.
  • If Prone was caused by a certain source, such as Brutal Leap, Primal Stampede, Reverberation, or Throw, duration 1 cannot be be increased to 2 before the condition has ended, which usually means not until the next turn. For some other sources, such as Ice, a separate Prone condition with duration 2 can be applied.

The following sources have a duration of 2 turns:


One turn duration[edit | edit source]

The following sources of Prone only inflict it for 1 turn. Since the duration of Prone ticks down at the start of an affected creature's turn, the condition will end before it has to expend movement speed to get up. As a result, these sources of Prone are significantly less effective than the others.